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Adaptive Guerilla Ranger
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# Adaptive Guerilla Ranger
##### Written by 5eRangerDanger
Art: Runecaster Warrior by dangercook
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Part 1 | Introduction
Art by artborne-wd (Wojtek Depczyński)
# Introduction Deep in the heart of the forest, a battle rages between a halfling and a pack of corrupted wolves. As the pack attempts to close in on the determined fighter, the halfling slips away from their grasp, swiftly climbing to the treetops and drawing her bow. Above, on a forlorn mountaintop, a lone human warrior continues his steady ascent to reach the ancient ruins as his hawk flies alongside him, both undeterred by the unforgiving rocks or the freezing winds. Below, deep underground, a drow huntress lies in ambush, stalking the approaching targets from the shadows as they unknowingly wander into her grasp. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch. ### Expert Survivalists Rangers are warriors who have taken on living in the wild and on surviving through all adversities. They do this through a moderate proficiency in martial combat, whether melee or ranged, but also through their unique bond with the natural world, which enables them to use druidic magic. This unique combination allows them to excel at exploring the wild and uncharted places of the world, and at standing up to the wide variety of threats that lurk beyond the reach of civilization, and they do so with unmatched skill and efficiency. \columnbreak
Often, the Rangers use their expertise in this matter to help guard civilization against menaces from the wild, taking on greater odds and bigger threats than most could, so that no others would have to. Their magic aids them greatly in this ordeal, emphasizing speed, stealth, and the hunt. On the other hand, since they owe their lives to the natural world that gives them these magical skills, they just as often find themselves taking up arms against any intruders, humanoids or not, who would dare upset the balance that it sustains. ### Independent Adventurers Rangers are cautious about having to survive alone in the wild, which is why they turned to druidic magic in the first place. While their confidence in their survival skills is quite strong, they will still gladly join forces with trusted sources, like druidic circles, when dealing with primordial threats. Other times such alliances will be formed simply out of mutual respect, or shared goals and values. However, Rangers are often hesitant to take on travelling with more adventurers (especially those city-born), convinced that anyone who whines and bickers about life in the wild is a burden. The limited resources in the wild are also a possible cause for a concerned Ranger to scrutinize any would-be companions. Rest assured, though, because any adventurer who can hold their own against the threats beyond civilization are ultimately a valuable asset to have.
\pagebreakNum ## Ranger Table
Part 2 | The Class
##### Adaptive Guerilla Ranger | Level | Proficiency Bonus|Features|Spells Known|1st|2nd|3rd|4th|5th| | ----- | -----------------|--------|------------|---|---|---|---|---| | 1st | +2 | Adaptive Explorer, Unbound Stride |---| ---|--- |--- |---|---| | 2nd | +2 | Fighting Style, Spellcasting, Siphoning Strike | 2 |2|---|---|---|---| | 3rd | +2 | Ranger Bonds, Primal Awareness | 3 | 3 | --- | --- | --- |--- | | 4th | +2 | Ability Score Improvement | 3 | 3 | --- | --- | --- | --- | --- | | 5th | +3 | Extra Attack | 4 | 4 | 2 | --- | --- | --- | | 6th | +3 | Adaptive Explorer Improvement, Mystical Camouflage | 4 | 4 | 2 | --- |---|---| | 7th | +3 | Ranger Bond Feature | 5 | 4 | 3 | --- | --- | --- | | 8th | +3 | Ability Score Improvement | 5 | 4 | 3 | --- | --- | --- | | 9th | +4 | | 6 | 4 | 3 | 2 | --- | --- | | 10th | +4 | Adaptive Explorer Improvement, Primeval Adaptation| 6 | 4 | 3 | 2 |---|---| | 11th | +4 | Ranger Bond Feature | 7 | 4 | 3 | 3 | --- | --- | | 12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | --- | --- | | 13th | +5 | | 8 | 4 | 3 | 3 | 1 | --- | | 14th | +5 | Adaptive Slayer | 8 | 4 | 3 | 3 | 1 | --- | | 15th | +5 | Ranger Bond Feature | 9 | 4 | 3 | 3 | 2 | --- | | 16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | --- | | 17th | +6 | | 10 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Adaptive Mastery | 10 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Guardian of the Wild | 12 | 4 | 3 | 3 | 3 | 2 |
### Creating a Ranger As you create your Ranger character, consider the sequence of events that resulted in your character's bond with nature. Was your character born with a gift for communicating with nature? Had your character been taught the ways of the Rangers through a mentor or apprenticeship? Or perhaps they escaped to the wilds and learned everything themselves? Why is your character inclined to face their opposition through guerilla tactics? Perhaps they had suffered a bad previous experience with combat tuition and seek to find their own path? Or are they wary of more intricate spellcasting, due to their own limited abilities or due to a spell that went wrong? #### Quick Build You can make a Ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher rather than Dexterity.) Second, choose the Outlander background. \columnbreak ### Class Features #### Hit Points ___ - **Hit Dice:** 1d10 per Ranger level - **Hit Points at 1st Level:** 10 + CON modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + CON modifier #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** Gain proficiency with Herbalism Kit or Poisoner's Kit. - **Saving Throws:** Strength, Dexterity - **Skills:** Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: ___ - 1 - *(a)* scale mail or *(b)* leather armor - 2 - *(a)* two shortswords or *(b)* two simple melee weapons - 3 - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - 4 - A longbow and a quiver of 20 arrows \pagebreakNum
Part 3 | Class Features
### Adaptive Explorer Your subtle attunement with the wild allows you to deal with the circumstances of travel with unmatched skill. Choose a skill that you are proficient with. Your proficiency bonus is doubled for that skill. Additionally, whenever you make any skill check interacting with or recalling information about beasts, plants or terrain, add to that roll half your proficiency bonus, rounded down. *(List of relevant skills: Acrobatics, Animal Handling, Athletics, History, Investigation, Nature, Perception, Stealth, Survival)* Furthermore, at the levels stated below, gain the corresponding benefits. **6th level:** Ignore all movement penalties from difficult terrain and plants, as well as from climbing or swimming. **10th level:** You gain advantage on all saving throws against effects from all beasts, plants, and terrain. ### Unbound Stride Gain a pool of magical points that can amplify your movement, up to your Proficiency Bonus in total. Each expended point gives one of the following benefits to your movement this turn. Regain all expended points when finishing a short or long rest. * Your movement does not provoke opportunity attacks. * Gain extra movement speed equal to half your movement speed as you began the turn. *(Capped at 2 uses each turn)* * Standing up while prone and running starts for jumps require only 5 feet of movement. ### Fighting Style As written in the standard D&D 5e material. ### Spellcasting As written in the standard D&D 5e material. To summarize: Your spells are known spells. At 2nd level, you learn 2 1st level Ranger spells. You learn more Ranger spells when stated in the Ranger table, and you may exchange one of your known Ranger spells for another one not currently known when you gain a level in this class. You may also use an arcane focus to cast your spells in place of material costs that do not have a gold cost. You may also acquire the Ritual Casting feature. ___ Your spellcasting ability is Wisdom, which means: ___ - Your Spell Save DC is: 8 + your proficiency bonus + your WIS modifier. - Your Spell Attack modifier is: your proficiency bonus + your WIS modifier. ### Siphoning Strike Starting at 2nd level, when you hit with a weapon attack, if you aren’t wearing heavy armor, you may expend a spell slot. If you do, your attack deals extra damage, and you temporarily steal AC from the target of that weapon attack.
The extra damage is 1d8 per spell slot level, up to 4d8 for a 4th level spell slot. The target's AC is reduced by an amount equal to the level of the expended spell slot, up to 4 AC for a 4th level spell slot, and your AC is increased by that amount. This effect lasts until the end of your next turn, and cannot occur more than once per round on the same creature. ### Ranger Bond (Subclass) At 3rd level, your bond with the natural world evolves a unique quality according to your choice, as represented by the abilities gained at 3rd, 7th, 11th, and 15th levels. *I.e. Bond of the Beastmaster, Bond of the Swarmkeeper, Bond of the Gloomstalker, Bond of the Hunter, as detailed in all 5e materials.* ### Primal Awareness Beginning at 3rd level, you can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. ##### Primal Awareness Spells | Ranger Level | Spell | | ------------ | ----- | | 3rd | Speak with Animals | | 5th | Beast Sense | | 9th | Speak with Plants | | 13th | Locate Creature | | 17th | Commune with Nature |
Art by: artborne-wd
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Part 3 | Class Features
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. ### Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Mystical Camouflage Starting from 6th level, you have learned to utilize your surroundings to remain hidden out of sight. Gain a bonus to Dexterity (Stealth) equal to your Wisdom Modifier (minimum of 1) when prone, or when not moving and taking no actions except Hide. If you are behind at least half-cover, or if you spend 1 minute on camouflaging yourself in a natural environment before becoming hidden this way, your position is also considered heavily obscured for the purpose of discovering your location. \columnbreak ### Primeval Adaptation Starting from 10th level, your mystical bond has allowed you to attune with the vast array of life across all faces of the world and to seamlessly adapt to it, causing you to be automatically adjusted to any climate you encounter. When finishing a short rest, your exhaustion level is reduced by 1, any you may remove a nonmagical disease from yourself or another creature resting with you. Furthermore, you gain a unique benefit depending on your surrounding environment after finishing a long rest. The benefit lasts until you finish another long rest. ___ * **Arctic:** You gain resistance to cold damage, and you don't suffer the effects of extreme cold. * **Coast (+ ocean):** Your swimming speed is increased by 10 feet, and you may breathe freely underwater. * **Desert:** You gain resistance to fire damage, and you don't suffer the effects of extreme heat. * **Forest:** You are considered lightly obscured for enemies farther than 20 feet from you. * **Grassland:** Your movement speed is increased by 10 feet, and your unimpeded sight range is increased by 1 mile. * **Mountain:** Your climbing speed is increased by 10 feet, and you gain resistance to damage taken from falling. * **Swamp:** Gain advantage on saving throws against poison, resistance to poison damage, and immunity to disease. * **Underdark:** You can see through magical darkness. You also gain darkvision to 60 feet, or if you already have darkvision, it is instead extended by 30 feet.
Art: Ambush by QuintusCassius (Jaromir H)
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Part 3 | Class Features
### Adaptive Slayer At 14th level, your druidic magic imbues your attacks with magic from your environment. Once on each of your turns, you may add your Wisdom Modifier (minimum of 1) to the damage of a successful attack made on an enemy. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. Attacks imbued with this bonus count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You may also apply additional effects to that attack, as decided by the corresponding Primeval Adaptation environment. Any lingering effects last until the start of your next turn. ___ * **Arctic:** The bonus damage becomes cold damage, and the damaged enemy's movement speed is reduced by 5 feet. * **Coast (+ ocean):** The damaged enemy is pushed 10 feet away from you in a straight line, as if struck by a wave. * **Desert:** The bonus damage becomes fire damage, and the damaged enemy cannot hide or become invisible. * **Forest:** The bonus damage becomes poison damage, and the damaged enemy is blinded to lightly obscured areas. * **Grassland:** The range of the damaged enemy's nonmagical ranged attacks is reduced by half, rounded down. * **Mountain:** The bonus damage becomes lightning damage, and another creature within 10 feet of the damaged enemy also takes this damage. * **Swamp:** The bonus damage becomes acid damage, and the damaged enemy takes that damage again at the start of their turn. * **Underdark:** The damaged enemy's opportunity attacks are made with disadvantage. ### Adaptive Mastery Starting at 18th level, your arcane bond with the wild grows deeper and more powerful. Any damage resistance you gain from Primeval Adaptation benefits instead grants you immunity to that damage type. Additionally, the bonus damage given by Adaptive Slayer is now equal to twice your Wisdom modifier. ### Guardian of the Wild Your magical adaptation skills have become legendary, as your essence has merged with that of the natural world. At 20th level, choose a type of environment from the Primeval Adaptation feature. You gain that environment's Primeval Adaptation benefit in addition to the regular benefits from that feature, and once on each of your turns, you may apply an additional Adaptive Slayer benefit of that environment to any of your attacks. You may select a different environment for this feature after finishing a long rest.
Art: The Green Knight by Alexandre Chaudret
\pagebreakNum ## Features ### Primeval Aspect Your attunement with the untamed life within the wild lets you instinctively adapt its strengths as you need them. Before you act on your turn, if you're not wearing heavy armor, you may choose to channel one of the following primeval aspects and gain their benefits. The chosen aspect persists until you choose to enter another on one of your following turns. ___ - **Gazelle's Gallop:** During your turn, your movement speed is increased by 10 feet, and you gain a +1 bonus to your AC and to your saving throws. - **Falcon's Focus:** Choose a creature you can see within 60ft of you. It suffers a -1 penalty to attack rolls against you, and you gain +1 to attack rolls against it. You may reselect a target instead of swapping aspects. - **Chameleon's Cloak:** You may attempt to hide as a bonus action, and you gain +1 to the roll. If you're touching a wall or plant, this bonus is doubled. ### Adaptive Woodsman You have taken to life in harsh environments, and are uncannily resourceful in dealing with them. By spending 1 hour or as a part of a short or long rest, you may create a makeshift item from natural components and minor druidcraft. Each type of environment grants options unique only to them. ##### Adaptive Woodsman Items | Environment | Item Choices | |:---:|:-----------:| | Universal | Net, Hunting Trap, Fishing Tackle, Mess Kit, Rain Catcher | | Arctic | Snowshoes w. crampons | | Coast & Ocean | Wooden raft, 10 feet by 10 feet | | Desert | A waterskin with water for 1 day | | Forest | 10 ounces of menga leaves | | Grassland | Brush providing half cover, 10 feet by 10 feet | | Mountain | Climber's Kit | | Swamp | Theki root | | Underdark | Wukka Nut | ### Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. - **Archery.** You gain a +2 bonus to attack rolls you make with ranged weapons. - **Blind Fighting.** You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. - **Defense.** While you are wearing armor, you gain a +1 bonus to AC. - **Druidic Warrior.** You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and - Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list. - **Dueling.** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - **Thrown Weapon Fighting.** You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. - **Two-Weapon Fighting.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. #### Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier #### Spellcasting Focus At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals. \pagebreakNum ### Adaptive Strike Starting at 2nd level, when you hit a creature with a weapon attack, you may expend a spell slot. If you do, your attack deals 1d8 extra damage and gains an additional effect depending on your environment. The attack is also considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The same damage and effect are applied again for each spell slot level beyond 1st level, up to 3 additional times for a 4th level spell slot. Any lingering effects last until the start of your next turn. ___ * **Arctic:** The bonus damage becomes cold damage, and the target's movement speed is reduced by 10 feet. * **Coast & Ocean:** The bonus damage becomes thunder damage, and the target is pushed 15 feet away from you in a straight line. * **Desert:** The bonus damage becomes fire damage, and the target receives that amount as a penalty to attack rolls. * **Forest:** The bonus damage becomes piercing damage, and you gain that much temporary hit points. * **Grassland:** The bonus damage becomes bludgeoning, and and the target is pushed 10 feet in a direction you choose. * **Mountain:** The bonus damage becomes lightning damage, and another creature within 10 feet of the target also takes this damage. * **Swamp:** The bonus damage becomes acid damage, and the target takes that damage again at the end of their next turn. * **Underdark:** The bonus damage becomes poison damage, and the target receives that amount as a penalty to their saving throws. ### Ranger Bond At 3rd level, your mystical bond with nature evolves into a higher form of your choice. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. ### Primal Awareness Beginning at 3rd level, you can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. ##### Primal Awareness Spells | Ranger Level | Spell | | ------------ | ----- | | 3rd | Speak with Animals | | 5th | Beast Sense | | 9th | Speak with Plants | | 13th | Locate Creature | | 17th | Commune with Nature | You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. ### Empowered Aspect Starting at 6th level, all bonuses and penalties granted by your Primeval Aspects increase from 1 to 2, and your aspects gain additional benefits. ___ - **Gazelle's Gallop:** During your turn, ignore all movement penalties from difficult terrain and plants, and you gain swimming and climbing movement speeds equal to your walking movement speed. - **Falcon's Focus:** If you keep your focus on a creature that has left your sight, you also gain a +2 bonus towards Wisdom (Survival) checks to track that creature. - **Chameleon's Cloak:** You don't suffer disadvantage to stealth from wearing armor, and if you move 0 feet on your turn, you may attempt to hide as a free action on that turn. ### Seasoned Woodsman At 6th level, surviving in the wild has become deeply ingrained in your life and in your mind. When finishing a short rest, your exhaustion level is reduced by 1, and you may remove a nonmagical disease from yourself or another creature resting with you. Additionally, whenever you make any skill check interacting with or recalling information about beasts, plants or natural terrain, add your proficiency bonus to the result of that roll. *(List of relevant skills: Acrobatics, Animal Handling, Athletics, History, Investigation, Nature, Perception, Stealth, Survival)* ### Protective Aspect Starting at 10th level, all bonuses and penalties granted by your Primeval Aspects increase from 2 to 3, and your aspects gain additional benefits. ___ - **Gazelle's Gallop:** While this aspect is active, gain advantage on all saving throws versus plants and terrain. - **Falcon's Focus:** Also gain a +3 bonus to rolls for saving throws versus the targeted creature. - **Chameleon's Cloak:** After staying hidden for 1 minute, your position is considered heavily obscured for the purpose of discovering your location. \pagebreakNum ### Adaptive Safeguard At 10th level, you are naturally attuned to the forces of nature, and can utilize your natural bond to keep its worst at bay. You gain a unique benefit depending on your surrounding environment after finishing a long rest. The benefit lasts until you finish another long rest. ___ * **Arctic:** You gain resistance to cold damage, and you don't suffer the effects of extreme cold. * **Coast & Ocean:** Your swimming speed is increased by 10 feet, and you may breathe freely underwater. * **Desert:** You gain resistance to fire damage, and you don't suffer the effects of extreme heat. * **Forest:** You are considered lightly obscured for enemies farther than 30 feet from you. * **Grassland:** Your movement speed is increased by 10 feet, and your unimpeded sight range is increased by 1 mile. * **Mountain:** You don't suffer the effects of high altitude, and you gain resistance to damage taken from falling. * **Swamp:** Gain advantage on saving throws against poison, resistance to poison damage, and immunity to disease. * **Underdark:** You can see through magical darkness. You also gain darkvision to 60 feet, or if you already have darkvision, it is instead extended by 30 feet. ### Adaptive Slayer At 14th level, the druidic magic empowering your attacks has become second nature to you. Once per turn, you may grant one weapon attack that you hit a 1st level Adaptive Strike from your environment without expending a spell slot. Additionally, when expending spell slots for Adaptive Strikes, you may now choose which environmental benefit to provide to the attack. ### Instinctive Aspect At 18th level, all bonuses and penalties granted by your Primeval Aspects increase from 3 to 4. Additionally, whenever you are subject to an attack roll or saving throw, you may spend your reaction to swap to another aspect or change your **Falcon's Focus** target, potentially saving yourself from the threat. ### Adaptive Mastery At 20th level, you have gained full control over your natural adaptation, and can command it to your will. Choose a type of environment. You gain all Adaptive benefits from that environment in addition to those you gain normally. You may select a different environment for this feature after finishing a long rest. *List of benefits: Adaptive Woodsman item choice, Adaptive Safeguard benefit, Adaptive Slayer attack benefit* \pagebreakNum ## Bond of the Beast Master All Rangers have an understanding towards wild beasts and animals, but Beast Masters have made it the most sacred part of their natural bond. Beast Masters work together with ferocious beasts as companions to build an enduring bond between humanoids and animals, and stave off threats to both civilization and nature. ### Bonded Companion At 3rd level, your bond with the wild manifests in the spirit of a primal beast that you summon. When summoning a spirit of a primal beast as part of a short or long rest, you choose how to assign 12 (+1), 14 (+2), 16 (+3) among that spirit's Strength, Dexterity, and Constitution. You also choose from **Land**, **Sea** or **Sky** for the spirit's stat block, as well as an animal form appropriate to the chosen type of spirit. You may even choose the cosmetic appearance of the beast, except that it always has a visible mystical mark of your bond. In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die. ___ > ## Bonded Companion >*Small Beast* > ___ > - **Armor Class** 10 + DEX + PB (natural armor) > - **Hit Points** 4 + four times your Ranger Level (the beast has a number of Hit Dice [d6s] equal to your Ranger Level) > - **Speed** One of the following: > - *Land* 40 ft., climb 30 ft. > - *Sea* 10 ft., swim 60ft. > - *Sky* 10ft., fly 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|Str (Mod)|Dex (Mod)|Con (Mod)|8 (-1)|14 (+2)|10 (0)| >___ > - **Senses** Darkvision 60ft., passive perception 12 + PB > - **Languages** Understands the languages you speak > ___ > > ***Land: Leaping.*** Standing up from being prone and running starts for jumps require only 5ft. of movement for the beast. > > ***Sea: Amphibious.*** The beast can breathe both air and water. > > ***Sky: Flyby.*** The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach. > > ***Primal Bond.*** You can add your proficiency bonus to any ability check or saving throw that the beast makes. > ___ > > #### Actions (Require your bonus action) > ***Primal Attack.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5ft., one target. *Hit:* 1d4 + STR + PB Piercing / Slashing / Bludgeoning damage (your choice). > > ***Join Forces.*** If the beast can see you within 30ft., it assists you (similarly to the Help action) in attacking an enemy or rolling a skill check, and the beast does not trigger opportunity attacks this turn. >____ > #### Reactions > ***Pack Effort.*** When an enemy moves within 5ft of the beast and a friendly creature that the beast can see, the enemy must succeed a Dexterity saving throw versus your Spell Save DC or be knocked prone. \pagebreakNum ### Bond Spells Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. ##### Beast Master Spells | Ranger Level | Spell | | ------------ | ----- | | 3rd | Beast Bond | | 5th | Beast Sense | | 9th | Feign Death | cast first 3 on bond animal in unlimited range and without expending spell slot, once per long rest ### Matured Bond At 7th level, if you have not chosen **Sky** for your bonded companion, it becomes Medium size, and if your size is Medium or smaller, your companion may let you ride it as a mount. Additionally, the beasts' attacks now deal an additional 1d6 damage of the environment's Adaptive Slayer damage type. ### Symbiotic Bond At 11th level, your bonded companion gains the benefits of your active Primeval Aspect and active Adaptive Safeguard. ### Protective Bond At 15th level, your bonded companion grows to size Large, and you may ride it as a mount even if **Sky** was chosen for it. Additionally, whenever an enemy targets your bonded companion with a weapon attack, you may spend your reaction to perform a weapon attack against that enemy. If your attack hits, the enemy's attack automatically misses. \pagebreakNum ## (Bounty) Hunter wtf ### Heavy Armor Training At 3rd level, you've managed to train with heavy equipment while retaining some combat flexiblity. Gain proficiency with heavy armor, and wearing heavy armor doesn't prevent you from channeling primeval aspects. However, you now default to **Falcon's Focus**, and may swap to other aspects only an amount of times equal to your Wisdom modifier. Regain all uses when finishing a long rest. Your primeval aspects are also weakened as follows: ___ - **Gazelle's Gallop:** This aspect lasts only until the start of your next turn, then you must revert to **Falcon's Focus**. - **Falcon's Focus:** Targets can only be selected from 30 feet. - **Chameleon's Cloak:** While this aspect is active, your movement speed becomes 0 feet. ### Civilized Huntsman Starting at 3rd level, your familiarity with cities and their mechanisms blends into your connection with the wild. You treat Urban areas as independent environments for your Adaptive abilities, and gain the following benefits when you are located in them: - You gain Disguise Kit as a choice for Adaptive Woodsman. - When using Adaptive Strike, the bonus damage is the same type as your weapon damage, and if the target is facing away from you, it's also tripled. - When in urban areas, your Adaptive Safeguard becomes "You may attempt to hide even when being observed." ### Favored Enemy At 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You gain a +2 bonus to damage rolls of weapon attacks you make against your favored enemies. You also have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You gain an additional choice from this feature at 11th level. ### Greater Favored Enemy At 7th level, you are ready to hunt even deadlier game. Your bonus to damage rolls against favored enemies is increased to +4. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You treat these as favored enemies in addition to your regular favored enemy, including an additional language, and you also have advantage on saving throws against spells and abilities used by them. You gain an additional choice from this feature at 15th level. ### Favored Enemy Specialist At 11th level, your experience with particular foes increases further. Your bonus to damage rolls against favored enemies is increased to +6, and you choose a second type of favored enemy from the list, in addition to the one you already have. Also, when rolling a skill check against one of your favored enemies, you may treat a dice roll of 9 or lower as a 10. ### greater favored enemy benefit At 15th level, your knowledge of your foes has manifested in even your most basic instincts. Your bonus to damage rolls against favored enemies is increased to +8, and you choose a second type of greater favored enemy from the list, in addition to the one you already have. Also, use reaction for defense - gain resistance to damage? potentially miss? redirect? \pagebreakNum
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The End!
Thank you for reading my homebrew class! Planned in the future are releases for a revised spell list for the class, as well as new subclasses that will be usable by both the standard Ranger and this homebrewed one. I am constantly looking for feedback and to improve my works. You are welcome to leave feedback in the homebrew reddit thread. If you're interested in reading more in detail about my thought process, analysis and opinion, please feel free to read [this detailed document](https://drive.google.com/file/d/16gyXH9ZtcTOEnZSXoD6Z14ZNvMB5_fn5/view?usp=sharing). It details my criticism of existing material, as well as sources of inspiration and ideas. For any detailed questions, requests or other inquiry, please write a private message to /u/5eRangerDanger.
Please support the talented artists credited with the work for the assets in this homebrew. All artists are linked with their works in the column to the right. This homebrew was made possible by:
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Credits to all artists of art assets, with links: * Front Cover Art: Drow Ranger by [Onur Bakar](https://www.deviantart.com/bakarov) * Second Cover Art: Runecaster Warrior by [dangercook](https://www.deviantart.com/dangercook) * Page 3: Wrath by [artborne-wd](https://www.deviantart.com/artborne-wd) * Page 5: Druidic Lore by [artborne-wd](https://www.deviantart.com/artborne-wd) * Page 6: Ambush by [QuintusCassius](https://www.deviantart.com/quintuscassius) * Page 7: The Green Knight by [Alexandre Chaudret](https://www.artstation.com/eyardt) * Back cover art: Jungle Hunter by [Cliff Childs (Cliffhangar)](https://www.deviantart.com/cliffhangar) * Watercolor backgrounds by: Jared Ondricek (/u/flammableconcrete)
DISCLAIMER This class is a non-profit fan project based on D&D 5e by Wizards of the Coast. This project is not affiliated with WotC in any way. All intellectual property belongs to the authors, artists, and designers, and is intended for private use ONLY.